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Posted

I am trying to make a fake grass block.

The block renders correctly as an item but not when placed down. The grass portion of the block receives the correct tinting but the but the transparent part of the overlay on the model renders black.

unknown.png

Code for the tinting of the block.

@SubscribeEvent
public void registerBlockColors(ColorHandlerEvent.Block event)
{
  final BlockColor INSTANCE = new ModBlockColor();
  event.getBlockColors().register(INSTANCE, BlockInit.TEST_BLOCK.get());
}
public class ModBlockColor implements BlockColor {
	@Override
	public int getColor(BlockState state, BlockAndTintGetter getter, BlockPos pos, int tint) {
		return getter != null && pos != null ? BiomeColors.getAverageGrassColor(getter, pos) : GrassColor.get(0.5D, 1.0D);
	}
}

The Model (which is copy and paste of the grass block model)

{
	"parent": "block/block",
	"textures": {
		"particle": "block/dirt",
		"bottom": "block/dirt",
		"top": "block/grass_block_top",
		"side": "block/grass_block_side",
		"overlay": "block/grass_block_side_overlay"
	},
	"elements": [
		{
			"from": [ 0, 0, 0 ],
			"to": [ 16, 16, 16 ],
			"faces": {
				"down": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "down" },
				"up": { "uv": [ 0, 0, 16, 16 ], "texture": "#top", "cullface": "up", "tintindex": 0 },
				"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "north" },
				"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "south" },
				"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "west" },
				"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "east" }
			}
		},
		{
			"from": [ 0, 0, 0 ],
			"to": [ 16, 16, 16 ],
			"faces": {
				"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "north" },
				"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "south" },
				"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "west" },
				"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "east" }
			}
		}
	]
}

I was also wondering how to remove/disable the tint on the particles since they are also tinted green.

7 hours ago, pogger165 said:

The block renders correctly as an item but not when placed down. The grass portion of the block receives the correct tinting but the but the transparent part of the overlay on the model renders black.

you need to set the RenderType of the Block in FMLClientSetupEvent via ItemBlockRenderTypes.setRenderLayer
Note you need to do this inside FMLClientSetupEvent#enqueueWork

  • Author
5 hours ago, Luis_ST said:

you need to set the RenderType of the Block in FMLClientSetupEvent via ItemBlockRenderTypes.setRenderLayer
Note you need to do this inside FMLClientSetupEvent#enqueueWork

Thank you! That worked. Any idea how to remove the green tint from the dirt particles?

  • 1 month later...
On 6/25/2022 at 1:17 PM, Luis_ST said:

you can use a different texture for the particles, you can set it in the model

This doesn't seem to work as the tint is applied only based on the block not the texture.

I have been trying to get an effect similar to OP (color on the block but not the particles), and it turns out that the constructor in TerrainParticle makes a single exception there to not color grass block particles. Fortunately, it always uses 0 as the tint index regardless of the model, so the working solution I came up with is to use 1 as the tint index in the model file which allows easy separation of block/particle by just the tint index.

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